I'm personally a huge fan of everything Modern Magic. I've been attempting to get some people to rally around and grow some interest, and hopefully get WotC to release some more MM UA. Im going to put up a poll and lets see what everyone thinks!
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I would really like to see some steampunk stuff though too. I have an idea for campaigns im working on. It would be nice to have some ideas to bridge the gap from an Eberron like setting to space/Modern.
I like it, but I wouldn't run or play in a modern campaign, especially only with what we have now, but I have wanted to run a steam-magipunk campaing with at least parts this incorporated into it. I do like the UA itself and what they have done with it so far. Though like everyone else I wished other people could also trigger that technomancer ability.
I think the idea of more modern magic is great. As stated above, it works with more steampunk setting, all the way through futuristic(though I'd be interested in seeing a futuristic setting that still had a real D&D style.)
I personally would love to run some post-apoc settings. Take inspiration from things like Horizon Zero Dawn or Fallout. I'd love to see some weapons, "magic" items, monsters, radiation rules or something, maybe even a new demolitionist class or something. Of course I can homebrew but it'd be really awesome to get some WotC input.
I personally would love to run some post-apoc settings. Take inspiration from things like Horizon Zero Dawn or Fallout. I'd love to see some weapons, "magic" items, monsters, radiation rules or something, maybe even a new demolitionist class or something. Of course I can homebrew but it'd be really awesome to get some WotC input.
I personally would love to run some post-apoc settings. Take inspiration from things like Horizon Zero Dawn or Fallout. I'd love to see some weapons, "magic" items, monsters, radiation rules or something, maybe even a new demolitionist class or something. Of course I can homebrew but it'd be really awesome to get some WotC input.
But, yeah, the Modern Magic is kind of wasted without a proper setting. Needs a setting that is either post-apocalypse (magic comeback), magic masquerade (urban fantasy's favorite trope), or even just a fantasy in post modern era would be cool (though this would require a lot of work to explain how magic and technology coincides).
I've made a few adventures in a current setting. I called it "magic in a modern war" and it was a take on magic, if it suddenly appeared in operation enduring freedom in Afghanistan, I am a Soldier, and I ran the adventure for a group of army and Air Force players. They responded very well, and we're hungry for more. Combat was a bit more hostile with the weapon choices, but my players all understood the concepts of cover and concealment. I had to tweak some classes to account for weapon differences as well
Combat was a bit more hostile with the weapon choices, but my players all understood the concepts of cover and concealment. I had to tweak some classes to account for weapon differences as well
care to share some of the tweaks you incorporated??
(though this would require a lot of work to explain how magic and technology coincides).
Not as much as you might think. The definition of technology is "any tool, system, or process created to solve a problem." By this definition, spells are a technology. If you're talking about science, that's just the process of describing the world around us, there's no reason it suddenly stops being a viable tool in a world where people can shoot fire from their hands - just that the world it describes would be different from our own.
I didn't mean rifts because I don't know what you're talking about to be honest. care to elaborate friend?
It's a game by Palladium Books, or rather to say it's their flagship. Basically it takes place in a post-apocalypse Earth that had reached a golden age in technology. However, through a series of magic BS events (a comet flying the closest it has ever before while hundred of millions of people die in nuclear fire right on top a dormant leyline) magic came back and with it rifts in spacetime opened up letting in extradimensional beings which include Demons and Deevils (and things worse than that). So you have the chaos of magic combined with supernatural evils against a civilization that doesn't know what any of these things are. They last a pretty long time (at least long enough that there is a game called Chaos Earth dedicated to defending humanity against this new threat) but eventually civilization as we know it collapses. The game takes 100+ years (or maybe 1000+ years, no one actually knows for sure) since and is now a mixture of high technology and high magic. The main game takes place in North America with two major factions. You have fascist Coalition (and when I say fascist I mean the Emperor of the Coalition modeled his society after Hitler only substitute racial supremacy with human supremacy), they almost as evil Federation of Magic (not really fair to call them evil, really it's just the power hungry Duscon and his desire for a feudalistic totalitarianism). There are also "lesser" groups though some of them are actually more powerful than the Coalition or Federation of Magic which include Splugorth (evil alien intelligence that take capitalism to its darkest extreme), Triax (human supremacist like Coalition but are a lot evil, actually they've been cutting back on the human supremacy, they're also in Germany so have little impact on NA). There is also Norther Gun (weapons corporation who are mostly in it for the money, technically allies with the Coalition but only cause it makes them money), and Bandito Arms (another weapons corp, though they deal with "illegal" arms and knockoffs...the knockoffs are sometimes better than the real thing, very hated by Coalition). If you go into Mexico (don't go into Mexico) you can also run into the Vampire Kingdom (don't go into the Vampire Kingdom)...uh...it's full of vampires that see no problem with subjugating and feeding off you.
Also, it's not just demons. They're are all sorts of beings including aliens, mutants, uplifted animals, gods, angels (good luck finding their stats though), fae, etc.
Note, that my explanation probably doesn't do the setting justice. Though know this, the actual game mechanics are terrible. Like I rather play D20 Modern terrible. Great setting though. They do have a Savage Worlds version that came out recently but it doesn't have nearly as much source material.
(though this would require a lot of work to explain how magic and technology coincides).
Not as much as you might think. The definition of technology is "any tool, system, or process created to solve a problem." By this definition, spells are a technology. If you're talking about science, that's just the process of describing the world around us, there's no reason it suddenly stops being a viable tool in a world where people can shoot fire from their hands - just that the world it describes would be different from our own.
Why, yes, I do run D&D in a modern setting >_>
I should have clarified to "how electronic and mechanic technology coincides with magical technology." Does the electronic/mechanic technology work because of magic, or are they independent to magic, what happens when you use magic to enhanced the them, can magic be used to enhancement, does magic have any sort of odd behaviors with electronic and mechanics?
Hand Crossbow=Handgun/pistol (2d6/2d8 depending on which kind) Light Crossbow=rifle/combat rifle (2d8) Heavy Crossbow=Heavy Machine gun (2d8, multiple shots, -2 to hit cumulative penalty on each round past the 2nd in each burst) Longbow=Sniper Rifle (2d10/2d12 if it’s a .50 cal) Hasp=Mace short sword = bayonet on rifle (bonus +2 to AC on melee attacks incoming)
Armor Equalities:
plate carrier = studded leather old military kevlar vest without plates = chain shirt old military kevlar vest with plates = breastplate full military ballistic vest with plates/side plates = Half plate
Bomb Suit = splint mail, but heavier. heavy enough that the character can only move half their speed without a successful STR check
Also, I assigned HP to the armor. If there was an attack roll that would hit the armor instead of missing completely the damage would be rolled and applied to the armor.
Nah, you don't do firearm damage based on the weapon, that would determine its effective range. The damage would be based on the caliber of the round. You also forget shotgun, and there is no way the bayonet is a shortsword, better to compare it to a spear (same damage).
As for armor, eh, I rather they used damage reduction rules and converts all piercing (bullet) damage to bludgeon.
i think you're right, i did this one quick when I did it. I was just asked for "something different" and whipped it up. I also had the knowledge that none of my players would want a shotgun.
A shotgun wouldn't be too hard though. short range, cone AoE for 15 feet for shot, 30/60 range on slugs. I would say something like 4d8 damage on the shot within 5 ft, 3d8 within 10, and 2d8 at 15, striking a target stops the damage progression in the cone. 3d8 on the slug
this is just me, and a suggestion of course. When you're the DM, you can go with anything.
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it could be worse, you could be on fire.
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I'm personally a huge fan of everything Modern Magic. I've been attempting to get some people to rally around and grow some interest, and hopefully get WotC to release some more MM UA. Im going to put up a poll and lets see what everyone thinks!
I'd like to see it expanded on, as is I just don't dig the Modern Magic stuff. It feels like /almost/ an idea.
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It needs little more expanding imo. I have interest playing in more modern/futuristic setting.
I would really like to see some steampunk stuff though too. I have an idea for campaigns im working on. It would be nice to have some ideas to bridge the gap from an Eberron like setting to space/Modern.
I like it, but I wouldn't run or play in a modern campaign, especially only with what we have now, but I have wanted to run a steam-magipunk campaing with at least parts this incorporated into it. I do like the UA itself and what they have done with it so far. Though like everyone else I wished other people could also trigger that technomancer ability.
I think the idea of more modern magic is great. As stated above, it works with more steampunk setting, all the way through futuristic(though I'd be interested in seeing a futuristic setting that still had a real D&D style.)
Attacking the Darkness- Since 2015
I personally would love to run some post-apoc settings. Take inspiration from things like Horizon Zero Dawn or Fallout. I'd love to see some weapons, "magic" items, monsters, radiation rules or something, maybe even a new demolitionist class or something. Of course I can homebrew but it'd be really awesome to get some WotC input.
I hate Dungeons & Dragons. :D
I didn't mean rifts because I don't know what you're talking about to be honest. care to elaborate friend?
I've made a few adventures in a current setting. I called it "magic in a modern war" and it was a take on magic, if it suddenly appeared in operation enduring freedom in Afghanistan, I am a Soldier, and I ran the adventure for a group of army and Air Force players. They responded very well, and we're hungry for more. Combat was a bit more hostile with the weapon choices, but my players all understood the concepts of cover and concealment. I had to tweak some classes to account for weapon differences as well
it could be worse, you could be on fire.
I hate Dungeons & Dragons. :D
I hate Dungeons & Dragons. :D
Sure, check back in about 8 hours when I get off work. I'll post some stuff
it could be worse, you could be on fire.
Swap all weapon proficiencies as follows:
Hand Crossbow=Handgun/pistol (2d6/2d8 depending on which kind)
Light Crossbow=rifle/combat rifle (2d8)
Heavy Crossbow=Heavy Machine gun (2d8, multiple shots, -2 to hit cumulative penalty on each round past the 2nd in each burst)
Longbow=Sniper Rifle (2d10/2d12 if it’s a .50 cal)
Hasp=Mace
short sword = bayonet on rifle (bonus +2 to AC on melee attacks incoming)
Armor Equalities:
plate carrier = studded leather
old military kevlar vest without plates = chain shirt
old military kevlar vest with plates = breastplate
full military ballistic vest with plates/side plates = Half plate
Bomb Suit = splint mail, but heavier. heavy enough that the character can only move half their speed without a successful STR check
Also, I assigned HP to the armor. If there was an attack roll that would hit the armor instead of missing completely the damage would be rolled and applied to the armor.
it could be worse, you could be on fire.
It would be nice to be a chummer within Dungeons & Dragons :D Actually made a playtest with that docs and it went well.
"What are you lookin' at, filthy mortal?"
Nah, you don't do firearm damage based on the weapon, that would determine its effective range. The damage would be based on the caliber of the round. You also forget shotgun, and there is no way the bayonet is a shortsword, better to compare it to a spear (same damage).
As for armor, eh, I rather they used damage reduction rules and converts all piercing (bullet) damage to bludgeon.
I hate Dungeons & Dragons. :D
i think you're right, i did this one quick when I did it. I was just asked for "something different" and whipped it up. I also had the knowledge that none of my players would want a shotgun.
A shotgun wouldn't be too hard though. short range, cone AoE for 15 feet for shot, 30/60 range on slugs. I would say something like 4d8 damage on the shot within 5 ft, 3d8 within 10, and 2d8 at 15, striking a target stops the damage progression in the cone. 3d8 on the slug
this is just me, and a suggestion of course. When you're the DM, you can go with anything.
it could be worse, you could be on fire.